L L4D2node

Infected::IsAbleToClimbOnto

0x00a0cc40 · 80 bytes · __thiscall

_ZNK8Infected17IsAbleToClimbOntoEPK11CBaseEntity

Decompiled

undefined (2 params)

/* Infected::IsAbleToClimbOnto(CBaseEntity const*) const */

undefined4 __thiscall Infected::IsAbleToClimbOnto(Infected *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  if (param_1 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar1 == '\0') {
      iVar2 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
      if (iVar2 == 0) {
        uVar3 = INextBot::IsAbleToClimbOnto((INextBot *)(this + 0x1a3c),param_1);
        return uVar3;
      }
    }
  }
  return 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)